Edge Handler

whitesphere

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Edge Handler 0.1.0

whitesphere


 

Introduction

Either calls a user-specified common event when the player reaches any edge of a map, or transports the player to a different map as if the player walked from one to the other.

 

Features

- Can call a common event, with party's Direction and current Map ID set

- Can seamlessly wrap the party onto a different map, even with different map sizes

- Can be disabled per map edge or overall for the current map only

 

How to Use

After inserting the plug-in, set the Direction and Map ID variables and the Common Event setting.  This enables the default setting.

However, for more detailed control, use a note-tag as follows:

<edge: (direction)=handling_type(param) [fade=(0, 1, 2)] [sound=Move1]>

 

Here, direction can be the words "top", "bottom", "left" or "right" to represent the corresponding

edge of the map.

Handling_type is either "common_event" (call a common event), "map" (move to the opposite 

edge on the specified map ID) or "none" (do nothing)

 

For common_event handling, param is the Common Event called, and for map handling, it is the Map ID.

 

If you set "fade," that tells the plug-in how to fade between maps.  0=Fade to Black, 1=Fade to White, 2 = No Fade

 

Finally, the "sound" is a Sound Effect played right before the plug-in calls the Common Event or performs the map transfer.

 

Demo

 

Here is a small demo.  To use this, take the "audio" and "img" directories from your NewData folder and copy them into these directories.

 

EdgeHandlerDemo.zip

 

Script

 

My plug-in is available via Pastebin here:http://pastebin.com/embed_js.php?i=Rxzune2e

 

FAQ

 

Q: How do I know the Map ID?

A: It is in the upper left-hand corner of your map, labelled "Map ID"

 


Usage Terms/size]

 

This plug-in is free for commercial and non-commercial use as long as I'm given credit.

 


 
 

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MuteDay

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problem with this is 

@line 502 you need to change arguments to map_id or it bugs the whole game out
 

whitesphere

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I fixed this issue.  The latest version is in my pastebin.  And, yeah, it really bugged out the game I was using it in before the fix.
 

MuteDay

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any chance you might update so that way if thier is something in the road of where you would move to (ie wall or a tile that wouldnt be moveable) it doesnt allow them to move via that linked square

any other plans for updates?
 

MuteDay

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sorry to bug you again but another bug i believe

if (direction == 4) {
        map=this.moveToDifferentMap(new_x, new_y, map_id, direction, this.fade, this.sound);
        return;
    }

movetodifferentmap doesn't return anything and map is not defined 
 

whitesphere

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any chance you might update so that way if thier is something in the road of where you would move to (ie wall or a tile that wouldnt be moveable) it doesnt allow them to move via that linked square

any other plans for updates?
I don't think that's possible, because the way it determines the proper tile in the new map is by finding it after loading the new map.  The most it could do is move the party to the nearest passable location, in a straight line, from the position they would enter.  

As for your other question, those aren't bugs.  JavaScript will automatically declare an object, in place.  It doesn't require formal declaration of an object.  This can seem really weird if you're used to more strictly defined OO languages like Java.

Technically, moveToDifferentMap doesn't return anything because it schedules a map transfer then returns.  So, the new object "map" would be set to the special value "undefined"

So, the "map" variable doesn't represent anything useful.   Technically, it's a bug but it would be more of a "variable defined but not used" warning.
 
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